Reset stops the systemd service, unmounts the overlay, and rm -rf's both
runtime/<name> and instances/<name>, but keeps the Server row, blueprint,
and (shared) systemd template. Next Start re-initializes from the current
blueprint, so users can clean up logs/caches/accumulated game state without
losing the server.
Implementation factors a shared _purge_instance helper out of
delete_instance; reset_instance reuses it without the existence guard. New
"reset" lifecycle op flows through the same route + worker + facade plumbing
as the other server ops.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Deletes the global_map_sources, global_overlay_refresh, global_map_cache,
and global_overlays service modules and their tests. Removes the
refresh-global-overlays CLI command, the /admin/global-overlays/refresh
route, and the GlobalOverlaySource view in overlay_detail rendering.
Drops py7zr from dependencies — was only used by the deleted subsystem.
The job_worker scheduler still tracks refresh_global_overlays; that
cleanup is Task 4. Deploy/README references are Task 8.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The workshop + managed-global overlay surface fully covers the
admin-SFTP flow that 'external' was a placeholder for. Drop the type
from the model defaults, builder registry, routes, template, and
tests, and add migration 0004 that deletes any leftover external
rows along with their blueprint and job references.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds two managed system overlays (l4d2center-maps, cedapug-maps) that
fetch curated map archives from upstream sources and reconcile addons
symlinks for non-Steam maps. A daily systemd timer enqueues a coalesced
refresh_global_overlays worker job; downloads, extraction, and rebuilds
run in the existing job worker and surface in the job log UI.
Schema: GlobalOverlaySource / GlobalOverlayItem / GlobalOverlayItemFile
plus nullable Job.user_id so system jobs render as "system" in the UI.
The new builder reconciles symlinks against the per-source vpk cache
and leaves foreign symlinks untouched. Initialize-time guard refuses
to mount a partial overlay if any expected vpk is missing from cache.
Refresh service uses shutil.move to handle EXDEV when /tmp and the
cache live on different filesystems.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Before invoking l4d2ctl initialize, run each blueprint overlay's builder
synchronously and then verify that every workshop item attached to the
blueprint has a cache file on disk. If any are missing, raise a clear
error naming the overlay and the missing steam_ids — server start can't
silently mount a partial overlay where some maps are mysteriously absent
in-game.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>